in this post I want to introduce the OGRE fork on github. The goal of the fork is to provide a stable and reliable OGRE 1.x series while at the same time modernizing parts under the hood updates.
The idea behind this is that there are many existing 1.x codebases, actually a whole 1.x ecosystem, that can be modernized that way.
The last release of the 1.x series was over 2 years ago, so using the current 1.10 branch already gives a lot of improvements.
However the 1.10 branch contains some unnecessary changes that make it incompatible to the 1.9 release. These were reverted, so old code should compile again.
Additionally there are modernizing changes when compared with the upstream at bitbucket, which are discussed in more detail in the following.
This will be still a high-level overview though. If you need even more details, take a look on the git-ChangeLog.
Replace legacy renderers
With 1.9 the only stable renderers were GL(2.0) and DX9 which by today are outdated and produce different results than the GLES2 renderer that is used for Web and Mobile, which makes porting applications harder.
Therefore the goal is to get the GL3Plus renderer into a shape where it can act as a drop-in replacement for the old GL render and then drop the latter.
You can see the current status here – while it says that only 41/86 tests pass, most of the failed tests actually only differ in only 1 or 2 pixels which is pretty good when considering we are comparing fixed function vs. dynamically generated shaders (RTSS).
But the fork does not stop here; the GL renderers now also share the context creation code. This allows using the GLES2 renderer on the desktop or creating a GL3+ context using EGL – which is a prerequisite for headless rendering and for running on Wayland/MIR. Overall this makes your applications much more portable.
Improved regression testing
Changing the renderer requires being able to continuously monitor whether the rendering is still correct and to immediately detect regressions.
For this the Testing and VisualTesting frameworks were fixed and now correctly run on Linux and OSX. They run on each pull request to catch errors before the code even touches master.
Furthermore the tests can now be built without input handling (OIS) which hopefully will lead to wider adoption.
The unit tests still use cppunit which is a pain to use when compared to gtest, but changing that would require a large rewrite.
The build now automatically handles the dependencies by downloading and building them as needed. On all platforms. So you do not have to care about mismatching compile settings any more.
Furthermore the SampleBrowser can now be build without input handling which eases quick testing. And in case you want input, now SDL2 is used instead of the esoteric and outdated OIS.
Next bringing your applications to the web is now easier; OGRE was able to run in the browser for a long time already – but the process was only badly documented. The fork tracks the Emscripten sample code inside the repository and also has documentation on how to use it.
Bindings for Scripting Languages
For using scripting languages, there is traditionally MOGRE (C#), Ogre4j, Python-Ogre which are by now basically all outdated and unmaintained.
To put all these efforts on a solid foundation I took some inspiration from ruby-ogre and added SWIG support.
At the time of writing there are already working Python bindings (see sample here) and a proof-of-concept for C#.
A word on OGRE 2.1
You might wonder why one should care about the 1.x and not go for 2.1 directly. The obvious reason is that you have an existing codebase and OGRE 2.1 drastically changes API and even the material file format.
Then, while faster than 1.x, OGRE 2.x is still far from feature completeness with 1.x – it still completely lacks Web and Mobile support.
Faster also actually depends on your scene/ material usage; For instance, if you only render a single object (product showcase) 2.x will not offer you any advantages.
Finally the main functionality advance in 2.1, namely the new material system (HLMS) and with it physically based shading were backported to 1.x.
Yet if you only care about desktop and want to render large immersive worlds (lots of nodes, lots of materials), 2.1 is the way to go.